Guard Target Navigation
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /Fortnite.com/AI }
using { /Fortnite.com/Playspaces }
using { /Fortnite.com/Characters }
ai_follower_test := class(creative_device):
# Guards are AI agents that have a navigatable interface you can use
# to assign targets to navigate to.
@editable
GuardSpawner:guard_spawner_device := guard_spawner_device{}
# The AI agent following the player, in this example a guard.
var AIAgent:?agent = false
# Referece to the player.
var Player:?agent = false
# Runs when the device is started in a running game
OnBegin<override>()<suspends>:void=
# Subscribe the GuardSpawner's SpawnedEvent to a function
# that assigns the guard to the AIAgent variable
GuardSpawner.SpawnedEvent.Subscribe(AssignAgent)
# Set Player to the first player in the playspace.
SetPlayer()
# Sleep for 1 second to account for the time it takes
# a guard to spawn from the guard spawner.
Sleep(1.0)
# If the AIAgent option contains an agent, have that agent
# chase the Player.
if(ChasingAgent := AIAgent?):
ChasePlayer(ChasingAgent)
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